• 0

    posted a message on [Contest] Wallpaper

    oh also, your end of submissions date is, i presume, very incorrect

    Posted in: Project Workplace
  • 0

    posted a message on [Contest] Wallpaper

    Hmm, instead of taking an in-game screen shot, can we take a screen shot in the editor and crop out the UI? Just wondering, because it'll save me a little bit of time putting in UI-disabling and camera-angle-enabling triggers.

    Posted in: Project Workplace
  • 0

    posted a message on Creative Doodad Uses

    @dra6o0n: Go

    I actually built the entire pyramid using the group function and they're all associated with their own groups. Groups also have numbers (it's displayed in the UI when you click on the group in the lower left hand, also tells you what you have selected and whether it's a variety), so in the final release of the galaxy editor there may be a UI function that allows the remote access of groups. If not, a map editor mod could probably make it possible.

    Posted in: Terrain
  • 0

    posted a message on Creative Doodad Uses

    Mehh I'm working on two big projects (FFish Evocation and a Stranded Survival PVP (NOTD - Zombies + PVP + Scavenging) map with Scythe360) lol, a terrain contest would either (at least to my liking) have to be a small patch of land and it would have to last a little while.

    but yeah, you totally should sixen.

    Edit: give us a theme too, but dear lord please don't make it jungle.

    Posted in: Terrain
  • 0

    posted a message on [Terrain] Siege Tank Doom Machine

    all you need to see omni lights is to change your shader quality to high, under file>preferences>video. everything else can be at low if you want. unless you're talking about the fact that they're hard to select and move, i agree, and you can ignore my previous comment.

    Posted in: Terrain
  • 0

    posted a message on Feedback for Terrainers

    @Debe2233: Go

    2nd picture, Blades Edge Mountains? lol

    Anyway, I like the water color, gives it a murky feel. Rarely do you see someone changing water colors but it really is an effective tool and you've proven it here.

    Posted in: Terrain
  • 0

    posted a message on Creative Doodad Uses

    @BrotherLaz: Go

    sorry i missed your post earlier. they're red omni lights under doodads. you have to have Shader Quality at at least High in order for any omni lights to be visible. you can change graphics options under File>Preferences>Video.

    Posted in: Terrain
  • 0

    posted a message on Feedback for Terrainers

    @Ralme360

    Your architecture isn't too bad, it's just the only thing you're really trying to do in your map. I would eliminate the redundancy, add some more height flavor (with the raise tool you can achieve an infinite amount of cliff heights, even with the only two default heights.) Also, if you're going for an escape the fortress look, an outside wall would improve the look exponentially. You can achieve this too by creating a new cliff height with the raise tool.

    @Debe223

    I like the style, kind of reminds me of Zangarmarsh and Sporregar, in particular, from WoW. Take your theme* and run with it, it will be impressive.

    *Edit, 'e' key fail

    Posted in: Terrain
  • 0

    posted a message on Playable in the final release?

    I'm pretty sure the mapping community would be outraged if we couldn't. They would implement a file converter, but I'm pretty sure it's safe to say that Blizzard will continue using the .SC2map format. Not only because that's the format all of the online maps are in, but also because they're not going to change the format when it's already labeled for release.

    Posted in: General Chat
  • 0

    posted a message on Creative Doodad Uses

    @Patchone

    You can totally use it, it's like 45 minutes of work. I can send you the file, idk if there's anyway to copy doodad sets across maps, but in any case you can just get the dimensions down and how many bricks are needed...as long as you guys put me as a cameo in one of the maps, :P lol.

    Posted in: Terrain
  • 0

    posted a message on Creative Doodad Uses
    that's pretty sweet, i laughed a little bit at the guy who said "yeah, it's just doodad clutter."
    Posted in: Terrain
  • 0

    posted a message on first person framerate problem
    the problem you guys are experiencing is due to the fact that every time the camera repositions, it re-renders every doodad and terrain cell. terrain cells render a little easier, but doodads really completely destroy FPS. my advice - if you're creating an RPG, use static cameras or the normal birds eye camera mode. either that or very bland environments. if you're creating a first person shooter, make very small corridors and hallways so you can clip the distance. it's really held back by starcraft itself, us programmers have to just adjust to what we're given and accept the limits.
    Posted in: Miscellaneous Development
  • 0

    posted a message on 2 Hour Terrain Challenge
    bummer this kind of fell through, was looking forward to seeing some sweet maps thrown together in little time.
    Posted in: Terrain
  • 0

    posted a message on Creative Doodad Uses
    Here are a few more of my doodad uses, just to kind of revitilize this thread:
    In a Temple Dungeon in my Team Pandora project, Evocation, I used crystals on top of closed biodomes to create kind of a "captured crystal" effect. Maybe I use crystals too much, but I feel like they really fill some space when a mountain range feels a little too barren, or when something just feels missing. I used protoss power lines as path lighters, and the sunken rune as a foyeur piece. the door is missing, i seemed to have not put it in yet :x Photobucket
    In the same project, I used bridges (with very little lighting to eliminate seams) along with terran gap fillers to create a raised walkway look. I also used Lennywing's smoke idea on the rubble buildings. I love the way the rubble set looks, a little hard work makes a rubble town look very convincing. Photobucket
    Again, from the Evocation project, I used a space platform cliff doodad to create an "airlock" for the tram. If i was into modeling, I'd make it look a little more like a tunnel, perhaps with a track and a tunnel wall on the "airlock" part of the doodad. Of course, I have no modeling programs. Also, I used temple walls, modified their size, and put them directly adjacent to each other to get the wall effect. In case you were wondering, this is one of the battlefields to be used in the FFish Evocation. Photobucket
    Here's the finished pyramid with the entrance. I may create an Egyptian map later. It'll pretty much look awesome methinks. Photobucket
    Posted in: Terrain
  • 0

    posted a message on Help: Cliff Texture Differentiation/Selection

    mmm...bummer, thanks anyway.

    Posted in: Artist Tavern
  • To post a comment, please or register a new account.